001    package net.minecraft.src;
002    
003    import java.util.List;
004    import java.util.Random;
005    
006    public class ComponentVillageField2 extends ComponentVillage
007    {
008        private int averageGroundLevel = -1;
009    
010        public ComponentVillageField2(ComponentVillageStartPiece par1ComponentVillageStartPiece, int par2, Random par3Random, StructureBoundingBox par4StructureBoundingBox, int par5)
011        {
012            super(par1ComponentVillageStartPiece, par2);
013            this.coordBaseMode = par5;
014            this.boundingBox = par4StructureBoundingBox;
015        }
016    
017        public static ComponentVillageField2 func_74902_a(ComponentVillageStartPiece par0ComponentVillageStartPiece, List par1List, Random par2Random, int par3, int par4, int par5, int par6, int par7)
018        {
019            StructureBoundingBox var8 = StructureBoundingBox.getComponentToAddBoundingBox(par3, par4, par5, 0, 0, 0, 7, 4, 9, par6);
020            return canVillageGoDeeper(var8) && StructureComponent.findIntersecting(par1List, var8) == null ? new ComponentVillageField2(par0ComponentVillageStartPiece, par7, par2Random, var8, par6) : null;
021        }
022    
023        /**
024         * second Part of Structure generating, this for example places Spiderwebs, Mob Spawners, it closes Mineshafts at
025         * the end, it adds Fences...
026         */
027        public boolean addComponentParts(World par1World, Random par2Random, StructureBoundingBox par3StructureBoundingBox)
028        {
029            if (this.averageGroundLevel < 0)
030            {
031                this.averageGroundLevel = this.getAverageGroundLevel(par1World, par3StructureBoundingBox);
032    
033                if (this.averageGroundLevel < 0)
034                {
035                    return true;
036                }
037    
038                this.boundingBox.offset(0, this.averageGroundLevel - this.boundingBox.maxY + 4 - 1, 0);
039            }
040    
041            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 1, 0, 6, 4, 8, 0, 0, false);
042            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 1, 2, 0, 7, Block.tilledField.blockID, Block.tilledField.blockID, false);
043            this.fillWithBlocks(par1World, par3StructureBoundingBox, 4, 0, 1, 5, 0, 7, Block.tilledField.blockID, Block.tilledField.blockID, false);
044            this.fillWithBlocks(par1World, par3StructureBoundingBox, 0, 0, 0, 0, 0, 8, Block.wood.blockID, Block.wood.blockID, false);
045            this.fillWithBlocks(par1World, par3StructureBoundingBox, 6, 0, 0, 6, 0, 8, Block.wood.blockID, Block.wood.blockID, false);
046            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 0, 5, 0, 0, Block.wood.blockID, Block.wood.blockID, false);
047            this.fillWithBlocks(par1World, par3StructureBoundingBox, 1, 0, 8, 5, 0, 8, Block.wood.blockID, Block.wood.blockID, false);
048            this.fillWithBlocks(par1World, par3StructureBoundingBox, 3, 0, 1, 3, 0, 7, Block.waterMoving.blockID, Block.waterMoving.blockID, false);
049            int var4;
050    
051            for (var4 = 1; var4 <= 7; ++var4)
052            {
053                this.placeBlockAtCurrentPosition(par1World, Block.crops.blockID, MathHelper.getRandomIntegerInRange(par2Random, 2, 7), 1, 1, var4, par3StructureBoundingBox);
054                this.placeBlockAtCurrentPosition(par1World, Block.crops.blockID, MathHelper.getRandomIntegerInRange(par2Random, 2, 7), 2, 1, var4, par3StructureBoundingBox);
055                this.placeBlockAtCurrentPosition(par1World, Block.crops.blockID, MathHelper.getRandomIntegerInRange(par2Random, 2, 7), 4, 1, var4, par3StructureBoundingBox);
056                this.placeBlockAtCurrentPosition(par1World, Block.crops.blockID, MathHelper.getRandomIntegerInRange(par2Random, 2, 7), 5, 1, var4, par3StructureBoundingBox);
057            }
058    
059            for (var4 = 0; var4 < 9; ++var4)
060            {
061                for (int var5 = 0; var5 < 7; ++var5)
062                {
063                    this.clearCurrentPositionBlocksUpwards(par1World, var5, 4, var4, par3StructureBoundingBox);
064                    this.fillCurrentPositionBlocksDownwards(par1World, Block.dirt.blockID, 0, var5, -1, var4, par3StructureBoundingBox);
065                }
066            }
067    
068            return true;
069        }
070    }